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Raiders

RAIDERS TERRITORY

Whenever you enter a Hex with Raiders Territory:

  • If the Raider Token is not on the HexMap → Spawn Raiders.
  • If the Raiders are Inactive → They become Active.
  • Otherwise → Nothing happens.
Spawn Raiders: Roll the Compass Die. Place the Raider Token 1 Hex away in that direction.

If Luck is 0 → Place the Raider Token on your Hex.

Otherwise, ⊙ Luck.

  • 1–2: Move the Raider Token to your Hex.
  • 3+: It remains 1 Hex away.

If the Raider Token is on your Hex → Raiders Encounter.


→ RAIDERS ENCOUNTER

They circle you. Screaming. Howling. They found their prey. You found the Raiders. One raises a severed humanoid head and throws it toward you. Its teeth are locked around a piece of parchment. On it, their demand.

Choose:

  • Pay (Inventory excludes Resolve)
    • Give 2 Items + ⊙ Inventory ×2
    • Give 1 Item + ⊙ Inventory ×5
    • ⊙ Inventory ×10
  • FightRaiders Combat
  • Run → Commit Move.
    • ★★− → All living Raiders Retaliate. Choose again.
    • ★★★+ → Escape. Raiders become Hunting.

If you Pay, Raiders become Inactive. Roll the Direction Die. Move the Raider Token 1 Hex in that direction.

Items given to Raiders are kept under their cards.


RAIDERS STATUS

Active: If Raiders are in your Region, they move 1 Hex toward you during the Token Phase.
Inactive: Raiders do not move or initiate Encounters. Entering another Raiders Territory Hex makes them Active. You may enter their Hex and choose to trigger Raiders Encounter.
Hunting: Raiders pursue you after you Escape. During the Token Phase, they move 1 Hex toward you, even across Regions. If encountered, resolve Raiders Encounter.
Defeated: If all 5 Raiders are dead, remove the Raider Token.

RAIDERS COMBAT

Combat: One Commit Attack targets 1 Raider. After each Commit Attack, all living Raiders Retaliate. You may Commit Defense once against each Retaliation.
Defeat: When a Raider dies, remove them from the game. Dead Raiders remain dead in future encounters.
Healer: If you Escape and Marrow is alive, all surviving Raiders recover to their starting HP immediately.

FEVER
Raider Leader

HP13
DEFENSE★★
DAMAGE3
Lance: If Fever deals Damage to you, gain Bleeding.

TARMAC
Second-In-Charge

HP10
DEFENSE
DAMAGE1
Right Hand: You cannot attack Fever while Tarmac is alive.

MARROW
Blood Doctor

HP8
DEFENSE0
DAMAGE2
Blood Transfusion: After Marrow Retaliates, all living Raiders gain 1 HP, up to their starting HP.

EMPTY HAND
Brute

HP18
DEFENSE0
DAMAGE1
Brute: +1 Damage for each Raider already defeated. Max +4 Damage.

PALE
Mounted Soldier

HP5
DEFENSE★★★
DAMAGE1
Mounted: When you Commit Attack against Pale, you may Commit Move before resolving the Attack. On ★★★+, Pale has 0 Defense for that Attack.
  • Defeat all Raiders → Defeated Raiders
  • Escape → Raiders become Hunting.

DEFEATED RAIDERS

  • Gear ⇧⇧
  • Food ⇧⇧
  • Water ⇧
  • Battery ⇧

Draw 2 Items.

Recover all Items previously given to the Raiders.

Gain Keyword Exterminator.

You may continue your journey.